BlackStone187 wrote:Also, wouldn't it be easier to just skip the creditsroll and roomscroll and cut to an ending screen? That theoretically should save time trying to fix any credits related bugs by just not showing the ending credits and cutscenes.

Of course! Items Names Editing has to be done in hex through, here ya go!

Code:

Data:The items inventory names are at 6F3D0 while the items themselves are at 6F629 - 6F9DD.

LOADING gfx into inventoryFor instance Fire rodCoordinates B0, B1, C0, C1 (B0, B is x, 0 is y for first block)24 is red colour + whiteCode is B0 24, B1 24, C0 24, C1 24 for fire rod.Regarding the 24 and 25 values in the chart above. It is actually one of the values possible, to define the colour.

Same format as above,2 lines per item, 16 bytes per line.Some descriptions uses custom graphics (e.g./ BOOMERANG because it doesn't fit in a line)Will not go into the details, but will give the order in which items come up:1. bow2. boomerang3. hookshot4. bomb5. mushroom6. fire rod7. ice rod8. bombos9. ether10. quake11. lamp12. magic hammer13. shovel14. bug catching net15. book of Mudora16.17. blue cane18. red cane19. magic cape20.21. mushroom (again)...And the table24=25=50=A51=B52=C53=D54=E55=F56=G57=H58=I59=J5A=K5B=L5C=M5D=N5E=O5F=P60=Q61=R62=S63=T64=U65=V66=W67=X68=Y69=Z6A=-Each tile is like this: Bug-Catching net = 0024 0124 0224 0324 ....With this info, you can change the name of an item in the inventory.Load A is 50 25, B is 51 25 etc.

That's for changing the graphics of the objects, their palettes and editing their names...scroll down a bit and look for:

Item descriptions6F1C9 – 6F619

^^That's what you requested in this case!

If you want to edit the graphics of the items and their palettes, refer to these:

I used both commands to remove the entrances and exits and haven't run into any problems.

You will when defeating Ganon and entering that big door aka Ganon door. The game should go to black screen and remain in black screen, since the command remove all exits, removes the exit/entrance from Ganon room to Triforce shrine, unless your custom ending skips all this including the shrine. So I don't know when exactly it goes to screens.

The thing is still fixable with hex though. So you can bring this entrance/exit to Triforce shrine back:

Puzzledude wrote:Good to see someone new in a learning process and succeding.

Thank you, I try my best. c:

About the tri-force shrine room, I prefer to skip it, if possible. Our hack isn't focused on getting the triforce to fix it, rather the goal is collecting 8 artifacts. The 8th one is supposed to be "gotten" after ganon is dead.

Sure you can skip it, but the game really doesn't know what to do after, unless you tell it to go to ending scrolling or further to ending credits. Or use the special ASM by Conn, to display screens as the ending.

Our hack isn't focused on getting the triforce to fix it, rather the goal is collecting 8 artifacts. The 8th one is supposed to be "gotten" after ganon is dead.

The game really is not designed this way to allow the 8th crystal, specially not after the Ganon fight. You would need some extensive ASM to be able to drop the 8 crystal/artifact and the inventory would have to be edited where the 7 crystals are at. That's actually not recomended to do. Not even the Conker hack does that, you get all the rings from chests and the inventory was hacked into a simple counter, so it can take a lot more main items/crystals then 7.

The game really is not designed this way to allow the 8th crystal, specially not after the Ganon fight. You would need some extensive ASM to be able to drop the 8 crystal/artifact and the inventory would have to be edited where the 7 crystals are at. That's actually not recomended to do. Not even the Conker hack does that, you get all the rings from chests and the inventory was hacked into a simple counter, so it can take a lot more main items/crystals then 7.

He could use the excuse that the 3 pendants are actually pieces/shards of the 1st artifact and the 7 crystals are the remaining artifacts that are still intact.

In my hack there are nine rings (instead of the seven crystals) needed to go beat "agahnim", but with the counter thing you can find ten more...and the one ring (magic cape) is the 20th one. Getting all of them gives you many additional things.

So if he wanted he could have seven main artifacts needed to enter agahnim castle and inside that castle find another artifact which would in fact be an item in disguise and you'd need that item to go defeat ganon!

The only asm needed would be implementing a counter that counts the eight artifacts in the menu!

Or he could add a south door in Ganon room that only opens after defeating him and get the 8th artifact (item) there then go to the triforce room which would load another dungeon instead of ending the game, like in Parallel Worlds.

Lord SePH wrote:Or he could add a south door in Ganon room that only opens after defeating him and get the 8th artifact (item) there then go to the triforce room which would load another dungeon instead of ending the game, like in Parallel Worlds.

Wouldn't he have to bomb jump through the door then? Can that even be done?

Wouldn't he have to bomb jump through the door then? Can that even be done?

It is not possible to bomb jump through the door (obviously). The whole thing actually isn't doable if using the Alttp original setup since the Ganon room is bigger than normal, unless you edit the room to normal size and edit the Ganon fight as well. Conker hack does both great, since I know the betas actually gave you an item after the Ganon fight, so it's obviously doable for the 8th artifact to actually be one of the inventory items.

Sorry to be a party pooper, but with what I ment with 8th artifact was that I ment to have it told to you by some ending slideshow screens (with pictures of course). But I guess the shovel and mushroom are unused in my hack, so it may be possible in a way. But it has to be re-programmed to send you to the ending slides.

It's alright. But yeah, an 8th collectible sounds nice and I would love to have it in game. Menu wise it would be tricky, yes, but nothing that can't be solved, as it has been done a couple times before by people.

Oh right, I forgot I patched it with a beginning skip. Well, since I won't be using that room anyways, and nothing else crashes, I'll guess I'll ignore it for now. Unless it's somehow super important to have it not crash in that room.

Anyways, what does room 202 do? It has like a torch and a handfull of movable blocks, but it feels like they're just leftovers from the devs.